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-rw-r--r--rules.js102
1 files changed, 50 insertions, 52 deletions
diff --git a/rules.js b/rules.js
index 6caaf49..b1bf0e2 100644
--- a/rules.js
+++ b/rules.js
@@ -184,7 +184,7 @@ const R16 = find_card("R16")
const R17 = find_card("R17")
const R18 = find_card("R18")
-const GARRISON = -1
+const GARRISON = 100
const LORD_ANDREAS = find_lord("Andreas")
const LORD_HEINRICH = find_lord("Heinrich")
@@ -7766,8 +7766,6 @@ function assemble_melee_forces(lord) {
if (game.battle.bridge && (game.battle.bridge.lord1 === lord || game.battle.bridge.lord12 === lord)) {
let n = is_p1_lord(lord) ? game.battle.bridge.n1 : game.battle.bridge.n2
- console.log("FORCES1", forces, n)
-
log(`Bridge L${lord}`)
if (is_horse_step()) {
@@ -7808,8 +7806,6 @@ function assemble_melee_forces(lord) {
if (forces.men_at_arms + forces.militia + forces.serfs === 0) logi(`None`)
}
- console.log("FORCES2", forces, n)
-
if (is_p1_lord(lord))
game.battle.bridge.n1 = n
else
@@ -7982,8 +7978,12 @@ function find_strike_target(S) {
}
}
+function has_garrison() {
+ return game.battle.storm && game.battle.garrison
+}
+
function has_strike_target(S) {
- if (is_attacker_step() && game.battle.storm && game.battle.garrison)
+ if (is_attacker_step() && has_garrison())
return true
if (S === A1 || S === A2 || S === A3)
return filled(D1) || filled(D2) || filled(D3)
@@ -7996,6 +7996,9 @@ function has_strike_target(S) {
}
function has_no_strike_targets() {
+ if (is_defender_step() && has_garrison())
+ if (has_strike_target(D2))
+ return false
for (let striker of game.battle.strikers)
if (has_strike_target(striker))
return false
@@ -8003,6 +8006,14 @@ function has_no_strike_targets() {
}
function has_no_strikers_and_strike_targets() {
+ if (is_defender_step() && has_garrison()) {
+ if (is_archery_step() && game.battle.garrison.men_at_arms > 0)
+ if (has_strike_target(D2))
+ return false
+ if (is_melee_step() && game.battle.garrison.men_at_arms + game.battle.garrison.knights > 0)
+ if (has_strike_target(D2))
+ return false
+ }
for (let pos of current_strike_positions())
if (has_strike(pos) && has_strike_target(pos))
return false
@@ -8059,8 +8070,8 @@ function flanks_all_positions(S, TT) {
return true
}
-function strike_left_or_right(gate, S2, T1, T2, T3) {
- if (gate(S2)) {
+function strike_left_or_right(S2, T1, T2, T3) {
+ if (has_strike(S2)) {
if (filled(T2))
return T2
let has_t1 = filled(T1)
@@ -8072,7 +8083,7 @@ function strike_left_or_right(gate, S2, T1, T2, T3) {
if (has_t3)
return T3
}
- return T2 // No target - safe default
+ return 1000 // No target!
}
function strike_defender_row() {
@@ -8239,42 +8250,28 @@ function goto_strike() {
// Strike left or right or defender
if (is_attacker_step())
- game.battle.fc = strike_left_or_right(has_strike, A2, D1, D2, D3)
+ game.battle.fc = strike_left_or_right(A2, D1, D2, D3)
else
- game.battle.fc = strike_left_or_right(has_strike, D2, A1, A2, A3)
+ game.battle.fc = strike_left_or_right(D2, A1, A2, A3)
if (is_sa_without_rg()) {
// NOTE: striking rearguard is handled in strike_group and assign_hits
game.battle.rc = RG2
} else {
if (is_attacker_step())
- game.battle.rc = strike_left_or_right(has_strike, SA2, RG1, RG2, RG3)
+ game.battle.rc = strike_left_or_right(SA2, RG1, RG2, RG3)
else
- game.battle.rc = strike_left_or_right(has_strike, RG2, SA1, SA2, SA3)
+ game.battle.rc = strike_left_or_right(RG2, SA1, SA2, SA3)
}
- if (game.battle.storm) {
- if (is_attacker_step())
- game.battle.strikers = [ A2 ]
- else
- game.battle.strikers = [ D2 ]
- if (has_no_strikers_and_strike_targets()) {
- log("None.")
- goto_next_strike()
- } else {
- goto_strike_total_hits()
- }
- } else {
- if (has_no_strikers_and_strike_targets())
- log("None.")
- resume_strike()
- }
+ if (has_no_strikers_and_strike_targets())
+ log("None.")
+
+ resume_strike()
}
function resume_strike() {
- if (game.battle.storm)
- goto_next_strike() // NOTE: only one strike group in a storm
- else if (has_no_strikers_and_strike_targets())
+ if (has_no_strikers_and_strike_targets())
goto_next_strike()
else if (game.battle.fc < 0 || game.battle.rc < 0)
game.state = "strike_left_right"
@@ -8371,7 +8368,10 @@ function goto_strike_group() {
}
function select_strike_group(pos) {
- if ((pos === SA1 || pos === SA2 || pos === SA3) && is_sa_without_rg()) {
+ if (pos < 0) {
+ // Garrison striking alone!
+ game.battle.strikers = []
+ } else if ((pos === SA1 || pos === SA2 || pos === SA3) && is_sa_without_rg()) {
game.battle.strikers = [ SA1, SA2, SA3 ]
game.battle.rc = strike_defender_row()
} else {
@@ -8404,7 +8404,7 @@ function goto_strike_total_hits() {
let slist = []
// STORM: Garrison strikes
- if (is_defender_step() && game.battle.storm && game.battle.garrison) {
+ if (is_defender_step() && has_garrison()) {
let garr_hits = count_garrison_hits()
let garr_xhits = count_garrison_xhits()
if (garr_hits + garr_xhits > 0)
@@ -8427,8 +8427,6 @@ function goto_strike_total_hits() {
slist.push(lord_name[game.battle.array[pos]])
hits += game.battle.ah[pos]
xhits += game.battle.ahx[pos]
- game.battle.ah[pos] = 0
- game.battle.ahx[pos] = 0
}
}
@@ -8620,6 +8618,10 @@ function goto_assign_left_right() {
}
function end_assign_hits() {
+ for (let pos of game.battle.strikers) {
+ game.battle.ah[pos] = 0
+ game.battle.ahx[pos] = 0
+ }
game.who = NOBODY
game.battle.strikers = 0
game.battle.hits = 0
@@ -8632,6 +8634,12 @@ function end_assign_hits() {
}
function for_each_target(fn) {
+ if (is_defender_step() && has_garrison()) {
+ if (filled(A2))
+ fn(game.battle.array[A2])
+ return
+ }
+
let start = game.battle.strikers[0]
// SA without RG striking D, target is always flanked
@@ -8770,18 +8778,6 @@ states.assign_hits = {
},
}
-function is_striking(pos) {
- // Future strikes
- if (has_strike(pos))
- return true
- // Remaining hits in current group
- if (set_has(game.battle.strikers, pos) && game.battle.hits + game.battle.xhits > 0) {
- let lord = game.battle.array[pos]
- return count_lord_hits(lord) + count_lord_xhits(lord) > 0
- }
- return false
-}
-
function rout_lord(lord) {
log(`L${lord} Routed.`)
@@ -8792,22 +8788,24 @@ function rout_lord(lord) {
// Strike left or right or defender
+console.log("ROUT LORD", pos)
+
if (pos >= A1 && pos <= A3) {
- game.battle.fc = strike_left_or_right(is_striking, D2, A1, A2, A3)
+ game.battle.fc = strike_left_or_right(D2, A1, A2, A3)
}
else if (pos >= D1 && pos <= D3) {
- game.battle.fc = strike_left_or_right(is_striking, A2, D1, D2, D3)
+ game.battle.fc = strike_left_or_right(A2, D1, D2, D3)
if (is_sa_without_rg())
game.battle.rc = strike_defender_row()
}
else if (pos >= SA1 && pos <= SA3) {
- game.battle.rc = strike_left_or_right(is_striking, RG2, SA1, SA2, SA3)
+ game.battle.rc = strike_left_or_right(RG2, SA1, SA2, SA3)
}
else if (pos >= RG1 && pos <= RG3) {
- game.battle.rc = strike_left_or_right(is_striking, SA2, RG1, RG2, RG3)
+ game.battle.rc = strike_left_or_right(SA2, RG1, RG2, RG3)
}
}